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Princes of the Green Sun [3.5 Epic Destinies]

Infernal Exalted

After years of adventuring, heroes find themselves faced with one last quest. As they pursue their final journey, they realize and achieve their epic destinies, and eventually attain immortality if they can succeed. Those chosen by the most vile creatures of the lower planes themselves are strange examples, those who gain success through failure... mortals who stand against impossible odds and fail. They are then offered incredible power by denizens of their patron Yozi just to become another extension of their malevolent will. The Infernal Exalted are separated into five different Castes, each under the influence and control of their patron Yozi, and each with their own talent. The slaughterers and renders of flesh of the Slayer Caste; the priest-kings and zealots of the Malefactor Caste; the ruthless mentalists and arcanists of the Defiler Caste; the swift assassins that attack in no less than a blur of the Scourge Caste; and the benders of the mind and the hatred of all things of the Fiend Caste. The twisted malevolence of the Infernal Exated is sure to be the doom that conquers all.

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As an alternate fluff for these Exalts, see my article on the alternative flavors you can add to each kind of Exalt here.

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Also, most if not all credit for these should go to The Demented One, who completed the Slayer, started the Malefactor and allowed me to finish these as he was consumed by actual creatures of darkness.

Re: Princes of the Green Sun [3.5 Epic Destinies]

Slayer Prince

Slayer Princes serve Malfeas, the Demon City, embodying his world-devouring hatred. If he were not bound within himself, then he would crush all planes beneath a tide of brass and flames; for the moment, he makes do with his Princes’ preternatural skill at war and bloodshed. Armed with the cosmic power of their patron and impervious to pain, these warriors, called Doombringers or Brass Tigers, are the most dread bulwarks of destruction and hatred the world has ever known.

By Pain Reforged (Ex): The Princes of Malfeas transcend all mortal pain, rejecting the weaknesses of the flesh. You are not disabled while below 0 hp; you may continue acting normally up until you die at -10 hp. If you already have an ability like this, such as the Diehard feat, you die once you reach -20 hp. In addition, you are immune to any penalty or other effect based on pain. Finally, you transcend the weaknesses of the flesh–you are immune to ability damage or burn to Strength, Dexterity, or Constitution, and gain immunity to poison and disease. You cease to age physically, although you can still die of natural causes, and your maximum age is multiplied by 10.

Green Sun Nimbus Flare (Su): When a Slayer strikes his foe, the wounds he deals out burst into green flame, a cosmic power that scorches unrighteous flesh. Every melee attack you make deals an additional amount of damage equal to your character level. Half this damage is fire damage; the other half results from the sheer hatred of Malfeas and is unaffected by energy resistance or immunity.

Cold Fire Desolation Brand (Su): When Malfeas strikes down the impudent, only the most fortunate die quickly. At 24th level, whenever you damage an enemy with a melee attack, you may choose to forgo 10 points of the extra damage from your green sun nimbus flare destiny feature. If you do, that enemy must make a Fortitude save (DC 10+1/2 your character level + your Strength modifier) or contract demon fever. The disease takes hold immediately, with no incubation time. If you forgo an additional 5 points of damage, the disease can affect even creatures normally immune to disease, although creatures without a Constitution score can never be affected.

By Agony Empowered (Ex): No sword is forged that can slay the Slayers. At 27th level, you cannot be killed by hit point damage. You remain alive and undisabled at -10 hp and below. Instead, at -10 hp, you take a -2 penalty to Strength and Dexterity. For every 10 hp below that you fall, the penalty increases by an additional -2. The penalty lasts until you are healed above -10 hp. If you fall to 0 Strength or Dexterity, you become unable to move, and fall comatose until your ability penalties are reduced to the point of the afflicted score being raised above 0 again. While in this comatose state, if you are dealt damage, you must make a Fortitude save, with a DC equal to the amount of damage dealt to you, or die.

Wrath-Stoked Bonfire Soul (Su): Feeding upon the cosmic fires raging within your heart, you can utterly unmake living foes. Once per round, when you damage an enemy with a melee attack, you may choose to forgo all damage from your green sun nimbus flare destiny feature. If you do, that enemy must make a Fortitude save (DC 10 + 1/2 your character level + your Strength modifier) or die. If it dies in this way, its corpse is twisted inside-out and then explodes, destroying the corpse.

Immortality: World Chains Geas
Your heart burns with hatred, an unslakable thirst to burn the whole world down. So great is your power and your hatred that it destroys your flesh in a cataclysm of brass and fire. Your soul, loosed upon the world, descends to the Lower Planes, fusing with the raw essence of one of them and extruding a new layer. Your consciousness inhabits this new demiplane of evil, a living city of pandemonium.

Re: Princes of the Green Sun [3.5 Epic Destinies]

Malefactor Prince

Malefactor Princes serve Ceceleyne, the Endless Desert, enforcing her law upon the world–the supremacy of the mighty. They draw the weak unto themselves, leading great and terrible Yozi cults and working their apocalyptic miracles. Blessed with the profane divinity of their patron, these accursed overlords, called Infernal Thunders or Quartz Bulls, are pillars of malefic puissance and corrupted virtue.

Dune-Drowned Oasis (Su): The land turns to wastes in the presence of a Malefactor, swallowed by the sands of Ceceleyne. You radiate a permanent unhallow effect, with caster level equal to your character level. You may tie spells to this unhallowed aura, as normal, but their duration becomes 24 hours instead of one year. Any plant life within this aura withers and dies, and even the most fertile soil turns to dry sand. However, with a mere gesture or invocation, you may cause stones to spit forth water, or a swarm of locusts to arise from sands and throw themselves unto a heap–you may do so at will, and may thus provide any number of people with water or food.

Penitents Like Scattered Grains (Ex): You draw the weak-willed unto yourself, forging a cult of unholy divinities. You gain Leadership as a bonus feat; if you already have it, then you instead gain a +5 profane bonus to your Leadership score. In addition, all of your followers and cohorts automatically gain a single Cleric level in addition to their base class levels.

Temple Self Apotheosis (Su): Though you are a priest of your fiendish mistress Ceceleyne, your followers see you as no less of a god. At 24th level, you gain an amount of fast healing based on your leadership score, as indicated on the table below. Additionally, you may forgo this fast healing for one round to grant more spells to those who worship you. Each one of your followers and cohorts can use any cleric spell they have access to without expending the slot. If they cast a spell upon you with the healing subtype, they gain a +2 to their effective caster level with the spell. Lastly, all of your followers are considered to have a fanatical attitude toward you.
{table="head"]Leadership Score|Fast Healing
0|0
1-9|3
10-19|5
20-29|10
30-39|15
40+|20
[/table]

Soul-Sand Devil Shintai (Su): As unholy divinity flows through you, you can take on aspects of your own god, a god of sand and dust. At 27th level, you no longer risk dying of starvation, thirst, or suffocation. If your Leadership score is above 30, you suffer no penalties at all from going without food, water, or air. Additionally, as a swift action your body can discorporate into nearly nothingness in the shape of sand and dust. You and all of your gear is considered to be incorporeal as long as you desire and appears as a skeletal apparition of yourself in a cloud of white sand. Becoming corporeal again requires a swift action.

As You Wish (Su): Ceceleyne is both malevolent and endlessly giving, as those who mistake her gifts for kindness and indebt themselves to her law can attest. At 30th level, you can hear all prayers out to a number of miles of yourself equal to your Cha or Wis modifier(whichever is higher), and if you so choose, you may appear before a praying individual as an illusion of yourself. You may then offer them their greatest desire, and if they agree you may grant them the benefits of a wish spell. You may only grant one wish per day, any only grant a wish to an individual once a year.
At any point after the wish is fulfilled, the Malefactor may demand one task of the individual. If the target understands the demand and the task isn't literally impossible, they intuitively understand that doom will befall them for failing to obey. If the task proves literally impossible for one whole month, the task is forgone and the Malefactor may ask them for another task. However, if the target willingly stops working toward this task for one day, they suffer terrible luck. Whenever they roll any die, they must roll twice and take the worst result and a roll of natural 20 does not confer automatic success in any situation.

Immortality: Knowing the Desolate Heart
Your inhuman influence will drag across many nations, spreading the same malevolent influence of Cecelyne. Even as your body withers and dies, your followers will continue to live and spread outward, untethered now. Their bodies too will die and decay, but your unholy word has been spread so far and so deep that it has left a literal desert in it's wake. White sand and dust covers countless miles where forests and oceans once stood peacefully. Perhaps one day your horrible desert will consume the entirety of creation.

Re: Princes of the Green Sun [3.5 Epic Destinies]

Defiler Prince

Defiler Princes serve She Who Lives In Her Name, graced with great mental force to destroy those in their path. Defilers use the very power of the minds to crush the minds and bodies of enemies, and use an identical force to provide protection for themselves. Empowered with the mental force of their patron creature of vileness, these mad arcanists, called Arrows of Hell or Glass Spiders, claim the greatest crushing power of mind over matter.

Note: Some of this epic destiny’s features apply only to spells. If a character capable of using psionic powers, artificer infusions, or similar abilities takes this destiny, they should modify such features to apply to whatever form of supernatural ability they use.
Requirements: 21st level, any non-good

Cosmic Transcendence of Good and Evil (Ex): She Who Lives In Her Name is above and beyond the concepts of morality or ethics, and so are those who follow in her footsteps. Defilers no longer have an alignment to speak of. It is not as simple as being of true neutral alignment, but of simply having none to speak of. Additionally, any attacks they make with weapons or attacks made through Mind-Hand Manipulation(see below) gain a +2 to attack rolls and +2d6 to damage rolls with only one neutral alignment component, and a +4 bonus to attack rolls and +4d6 damage to creatures of an extreme alignment. Any spell you cast that would effect only a single alignment, such as unholy blight, now affects everyone to full effect(with the exception of other Defiler Princes). Lastly, restrictions of alignment associated with things such as classes, magic items or anything similar no longer have any meaning, becoming trivial and cannot stop you from advancing in a class or using such a magic item.

Mind-Hand Manipulation (Su): The spinning orbs of She Who Lives In Her Name have no hands with which to grapple and impose order on the world. They are not so crude. This ability grants the Defiler the ability to use telekinesis at will as a supernatural ability with a caster level equal to their character level. However, unlike the normal telekinesis spell, the Defiler need not concentrate to maintain the effect and can manipulate 100 lb. per caster level instead of the normal 25 lb. Additionally, they can use this ability to create a weapon of pure mental force. This acts as the spiritual weapon spell, and the Defiler may only have a number of weapons created through this ability active equal to their Int or Cha modifier(whichever is higher).

Will-Crushing Onslaught (Su): To a Defiler Prince, there is no difference between physical and mental force, and the crushing of opposition must be absolute. At 24th level, whenever you deal any damage to a foe through any ability of your Mind-Hand Manipulation destiny feature you automatically deal an additional 20 points of damage to them, which cannot be overcome by damage reduction.

Counter-Conceptual Interposition (Su): Faced with any physical attack, the Principle of Hierarchy may reshape reality to produce a phenomenon or event capable of neutralizing the attack. At 27th level you may ignore an attack through force of will. You add a profane bonus to your armor class equal to your base Will save modifier. A number of times per day equal to your Int or Cha modifier(whichever is higher) you can reduce the damage done from any source by half.

Constructive Convergence of Principles (Su): The Multiverse is said to have been forged when in ultimate chaos, ultimate law spontaneously occurred and forged the gods and the great wheel. At 30th level, you gain the ability to manipulate this chaos-forged law to shape the world as though you were a god. All planes you are on except the Material plane count as being highly morphic. Additionally, at the cost of 10,000 XP, you may create a single living creature with an effective level of 20th or lower over the course of 24 hours. This creature is not controlled by you, but is considered loyal to you. In the face of any situation though, it may choose for itself. You may create more creatures beyond the first, but they each have the same XP cost as the first.

Immortality: Ego-Infused Pattern Primacy
Throughout your life, you used little more than force of will to accomplish your goals. This mental force will eventually become so powerful that it will survive, even when you do not. The psychic force will remain physical for eons, but will eventually become an abstract entity, not simply a force of a dead mind but the force of all minds acting as a single profane entity that exists in no place but the ego.

Re: Princes of the Green Sun [3.5 Epic Destinies]

Scourge Prince

Scourge Princes serve Adorjan, given deadly finesse and speed in combat. Scourges rely mostly on melee attacks to deal incredible amounts of killing blows or cutting through armies like blades of fury, but the greatest weapon in their arsenal is a combination of mobility and speed. Imbued with this swiftness and striking power, these assassins, also known as Hushbringers or Basalt Wolves, are surely the masters of a quick and painful excecution.

Death Dealing Journey (Ex): To merely outpace opposition is insufficient victory, swiftness and alacrity must be yours. Scourges gain the use of an additional move action once per round, an unlike a normal move action, they may use any move action as an immediate action. This ability cannot be used to ignore attacks made against you, but can be made to escape area effects or other non-targetted attacks.

Murder Is Meat (Su): Adorjan does not kill because she enjoys the pain of others, but because it is natural for her to do so. Unfeterred in the face of things such as compassion or fear, you become immune to morale penalties to attack rolls, and cannot be affected by an mind-affecting effect that would prevent you from making physical attacks against anyone. Additionally, so long as you kill one living creature, you do not need food or water for the rest of the day.

Unimpeded Perfection of Exertion (Su): With a weightless step and supernatural grace, you leave little behind in your wake and little deters your steps. At 24th level, a scourge can ignore difficult terrain of all sorts and may add their character level to all DC's made to track them down. This weightlessness causes them to move as silently as they can at all times, not only allowing them to automatically take 20 on all Move Silently checks, but not allowing them to take anything but. This also disallowes the Scourge from ever intentionally failing a Move Silently Check. Additionally, you may use your additional move action for the round between the attacks of a full attack action, and if you do you gain flanking bonuses with yourself against a single foe for the duration of the round.

Who Strikes The Wind? (Su): The Silent Wind blows around and through all opposition and adversity, untouched through the sky blackens with arrows meant for them. At 27th level you may ignore an attack through force of physical reflex. You add a profane bonus to your armor class equal to your base Reflex save modifier. A number of times per day equal to your Dex modifier you can reduce the damage done from any source by half. This ability cannot be used if the Scourge is flat-footed.

Scarlet Rapture Shintai (Su): Your movements are utterly unfettered, a flurry of vicious attacks that may very well turn your enemies to no more than a fine red mist. At 30th level, the Scourge strikes out with incredible speed and alacrity. Once per round, the Scourge may make a full attack action as an immediate action. Once this ability is used, it cannot be used again for 5 rounds.

Immortality: Opened Eye of the Hurricane
Your killing blows and unnatural speeds will continue for as long as you live but moments before your natural death, your final physical blow will explode from your body and into the multiverse. Somewhere this destructive force will congeal in once place, taking on a terrible will of it's own and harnessing it's environment as it falls upon the innocent as an apparent act of the gods. Hurricanes, floods, mudslides... simply the last killing blow of a Scourge.

Re: Princes of the Green Sun [3.5 Epic Destinies]

Fiend Prince

Fiend Princess serve the Ebon Dragon, the Shadow of All Things. Fiends are granted the abilities to create a blackened mirror image of what they see before them and wish to crush, merely out of spite. This means anything from planting rage into their foes minds, sapping life from their blood to even becoming a twisted duplicate of them. Shrouded by the darkness of their black god, these living shadows, also known as Dissonant Voices or Vitriol Falcons, hold the greatest power over defiance, opposition and manipulation through hate.

Nemesis Self Imagined Anew (Su): The Ebon Dragon defeats adversaries by becoming their perfect antithesis. By using this ability, the Fiend must select a single target and activate it as a free action. When this ability is active, the Fiend temporarily gains the opposite alignment of the target and is capable of reading their surface thoughts. Because of this, you know all their desires, urges and intimate feelings and can act as a hostile agent against them. As you spew words in spite of their most beloved ideals, they begin to feel as much hatred for you as you do for them. You gain a +15 bonus to all Bluff, Intimidate and Sense Motive checks made against them, their sense of reason being overwhelmed by hatred. At 24th level, this bonus increases to +20, again to +25 at 27th level and +30 at 30th level. You can have only one target under the effect of this ability at a time.
Unfair Excellence Endowment (Su): The Ebon Dragon can bend the destiny of others as readily as he distorts his own future. By making a touch attack against a single creature as a standard action, the Fiend may force them to make a Will save (DC 10+1/2 your character level+Cha modifier) or suffer a terrible twisting of chance. They suffer a luck penalty to all d20 rolls equal to one quarter of the Fiend's HD(rounded down) until the end of the encounter. However, at the end of the encounter, fate snaps back and compensates for the drawback and grants the previous cursed victim an equal luck bonus to all d20 rolls for 24 hours. Additionally, the Fiend gains half the luck bonus(but not penalty) at the end of the encounter for the same duration.
At 27th level, the Fiend can affect everyone within 15-foot area, centered on them as a standard action without the need for a touch attack.

Life-Blighting Emptiness (Su): The Ebon Dragon would transform all life into his own image, a universe of hollowed shadows. At 24th level, the Fiend may use the harm spell (or heal if the victim is undead)as a supernatural ability with a ranged touch attack against an opponent within 30 ft. of them as a standard action. The foe may make a Will save (DC 10+1/2 your character level+Cha modifier) for half damage, as normal for the spell. If the foe is struck and damage damage from the effect, the Fiend may affect themself(and only themself) with a heal spell(or harm if the Fiend is undead) as a swift action.

Bloodless Murk Evasion (Su): The Ebon Dragon has no form of his own under all his stolen shadows. This ability allows the Fiend to move themself further away from potential threats. Any attack that is made against the Fiend that misses them allows the Fiend to teleport to any available square within 30 ft. of them that they have line of sight with. Additionally, this grants the Fiend immunity to all physical attacks made against them that are not good-aligned.

Black Mirror Shintai (Su): The Ebon Dragon is not the mightiest archfiend, nor the most brilliant. Neither is he the most creative or cunning of all the Yozis. However, no other creature approaches his skill at cheating. At 30th level, a Fiend learns a trick handed down by their patron creature of vileness that allows them to take on the literal form of an enemy. You may activate this ability only when you have a target for your Nemesis Self Imagined Anew active, if the target has as many HD as you or less, and may activate it as a free action. Over the next full round, a black ichor rising from the shadow of the target envelopes your body but leaves you blind, deaf and paralyzed in a black cocoon which utterly transforms your mind, body and soul. As you emerge at the beginning of your next turn, you take on the perfect shape of your foe. Not only does this transformation allow you to look exactly like them, but you ARE exactly like them. This effectively means you temporarily replace your character sheet with theirs, capable of using all of their class features, feats, skill ranks and ability scores. Magic items do not copy themselves, but you retain all the magic items you had before the transformation as normal(magic items that do not fit the new form meld into your body harmlessly). This ability lasts until the end of the encounter.

Immortality: Ultimate Darkness
As the inverse of all that is that you have learned to become, soon your ambitons will be too great to simply oppose all that exists within the multiverse. Your mortal shell will fall off, it will rot and be lost by time, but your pitch black soul will expand and rise mindlessly, and after eons it will mimic the multiverse as it's malevolent shadow. In the end, your immortal soul will become the foe of the multiverse itself.

Re: Princes of the Green Sun [3.5 Epic Destinies]

slayer

by pain reforged should do something for people that have the diehard feat (say it is -20 or something like that).

by agony empowered: while comatose, "if you are dealt damage, you must make a Fortitude save, with a DC equal to the amount of damage dealt to you, or die." total amount, or amount from that specific attack?

nice frenzied berserker feel.

honestly, the slayer feels a little weak in some aspects. both the cold fire desolation brand and the wrath-stoked bonfire leave a little to be desired for a 24th and 27th level melee juggernaut.

so far they are just disease and death effects, both available in the mid-levels. granted, you can sacrifice damage in order to infect those that are normally immune to disease, and it is true that strength-based saves can tend to be higher than other saves to some degree. but that is still not doing it for me.

malefactor

dun-drowned oasis: unhallow is cool, but not that cool. instant food and water is interesting, but not worth it for me unless my pc is going to lead thousands of israelites into the dreary desert for 40 years and needs a way to provide for them. i suppose that the ruler of a small realm might do really well with the second ability, but it would have to have more specifics given. can he affect the crop harvest of an entire kingdom, or just provide food for a large, assembled group?

penitents like scattered grains: this could potentially be very cool, like really, really cool. but it is so situational that it makes the destiny, which are already cut to fit a narrow niche, even narrower. the leadership or bonus to leadership is meh, but the bonus cleric hit dice is really nice, especially if you happen to have the epic leadership feat and are commanding hundreds of troops in battle or something. an entire battalion of self-healers.

temple of self apotheosis: interesting. fast healing is always cool.

soul-sand devil shintai: at 27th level, you are giving them a ring of sustenance? honestly? 27th level? and some form of incorporeality? that's a good start...

as you wish: well, at 30th level, even 9th level core spells are eclipsed in their game-breaking abilities by the quantum insanity of epic spells, so have at it. cool ability; really flavorful. it would be oodles of fun to throw this on a nasty npc and make some heroes miserable for a few sessions.

defiler

cosmic transcendence: cool; i've always liked abilities that kill alignment restrictions, and getting it to affect not only you, but the targets of all of your once-restricted spells, is sweet.

mind-hand manipulation: telekinesis is cool, and the spiritual weapon thing could work; i'll have to see...

counter-conceptual interposition: base will save to ac––yes, please. specify whether the half damage dealio is an immediate or free act.

constructive convergence of principles: can't remember the rules for gods morphing realms, so can't comment on that, but why no material plane? they would be limited in their ability to morph it anyway.

scourge

death-dealing journey: free move act as an immediate act. nice.

murder is meat: immunities are nice, and in this case seem to appropriately slide in the ring of sustenance again, especially since this is 21st level, not 27th.

unimpeded perfection of exertion: "not only allowing them to automatically take 20 on all Move Silently checks, but not allowing them to take anything but." what the hell does this mean? you can't take 20, but you have to? nice addition to the immediate-move action here.

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Re: Princes of the Green Sun [3.5 Epic Destinies]

From a fluff point of view, shouldnt green nimbus flare ignore damage reduction?
The malefactor is distilled awesome as a false messiah although allowing followers that manage to get level 4 or 5 cleric spells infinite castings might be just a little over the top (god help the dm if they can permanency buffs on the whole crew). Soul sand devil might need just an extra something(especially as you can already create infinite food) as does dune drowned (maybe control some locusts?).
Cosmic transcendence of good and evil could produce some neat tricks in classes where you can retrain your spells.
The fiend prince is alright but the 30th level ability should give it some sort of advantage or difference.
All over, pretty awesome.

Re: Princes of the Green Sun [3.5 Epic Destinies]

by pain reforged should do something for people that have the diehard feat (say it is -20 or something like that).

Good idea. I'll implement that.

Originally Posted by Stycotl

by agony empowered: while comatose, "if you are dealt damage, you must make a Fortitude save, with a DC equal to the amount of damage dealt to you, or die." total amount, or amount from that specific attack?

From the one attack.

Originally Posted by Stycotl

nice frenzied berserker feel.

honestly, the slayer feels a little weak in some aspects. both the cold fire desolation brand and the wrath-stoked bonfire leave a little to be desired for a 24th and 27th level melee juggernaut.

so far they are just disease and death effects, both available in the mid-levels. granted, you can sacrifice damage in order to infect those that are normally immune to disease, and it is true that strength-based saves can tend to be higher than other saves to some degree. but that is still not doing it for me.

True they're atypical, but they make them a bit more diverse and still fit the Slayer Prince feel. Not to mention they're both at will and have a DC that continues to scale as you level, even if your Str doesn't increase(unlike spells). At 24th level, the DC is already 22+Str(which could easily be a modifier of +12).

Originally Posted by Stycotl

dun-drowned oasis: unhallow is cool, but not that cool. instant food and water is interesting, but not worth it for me unless my pc is going to lead thousands of israelites into the dreary desert for 40 years and needs a way to provide for them. i suppose that the ruler of a small realm might do really well with the second ability, but it would have to have more specifics given. can he affect the crop harvest of an entire kingdom, or just provide food for a large, assembled group?

I think it isn't exactly powerful, but it is flavorful. The only real power of the feature is tying spells into your unhallow effect. But I think that could possibly aid with the crops of a kingdom, seeing as feeding yourself and a part of 4-6 is not hard, and this is for feeding near infinite amounts of people.

Originally Posted by Stycotl

soul-sand devil shintai: at 27th level, you are giving them a ring of sustenance? honestly? 27th level? and some form of incorporeality? that's a good start...

Incorporeality is nothing to sneeze at. Considering it's a bit bland though I could add something to it.

Originally Posted by Stycotl

as you wish: well, at 30th level, even 9th level core spells are eclipsed in their game-breaking abilities by the quantum insanity of epic spells, so have at it. cool ability; really flavorful. it would be oodles of fun to throw this on a nasty npc and make some heroes miserable for a few sessions.

Muahahaha.

Originally Posted by Stycotl

counter-conceptual interposition: base will save to ac––yes, please. specify whether the half damage dealio is an immediate or free act.

Thought it was self explanatory. I'll change it.

Originally Posted by Stycotl

constructive convergence of principles: can't remember the rules for gods morphing realms, so can't comment on that, but why no material plane? they would be limited in their ability to morph it anyway.

That could end up being incredibly broken. If you're wandering through a dungeon on the material plane and can't get through the 30 feet of uncut stone... BAM, now it's a lovely tunnel full of fountains of beer.

scourge

death-dealing journey: free move act as an immediate act. nice.

Originally Posted by Stycotl

murder is meat: immunities are nice, and in this case seem to appropriately slide in the ring of sustenance again, especially since this is 21st level, not 27th.

The power's mostly in the immunity. The sustenance is just fluff.

Originally Posted by Stycotl

unimpeded perfection of exertion: "not only allowing them to automatically take 20 on all Move Silently checks, but not allowing them to take anything but." what the hell does this mean? you can't take 20, but you have to? nice addition to the immediate-move action here.

Maybe, but it just didn't really fit the fluff of the class. If I can figure out some way to fit Diplomacy into being really really unhappy with someone, I will.

Originally Posted by Stycotl

bloodless murk evasion: wow. stller. that is what a 27th level ability should look like, in my eyes. that would put the fear of... fiends... into the hearts of a pc party really quick.

Originally Posted by Stycotl

black mirror shintai: some interesting rp effects, but i see no reason for this otherwise, and i don't think it merits a 30th level spot.

This could be incredible in lots of circumstances. If you're fighting against a single foe that's invulnerable to everything except something he has, you're set. It's just the ultimate tool of diversity(not to mention unnerving to the enemy).

Originally Posted by The Rose Dragon

They are mostly mirrors of already existing Exalted charms, so that's why they are the way they are.

The malefactor is distilled awesome as a false messiah although allowing followers that manage to get level 4 or 5 cleric spells infinite castings might be just a little over the top (god help the dm if they can permanency buffs on the whole crew).

It shouldn't be a problem, they only get the one cleric level each.

Originally Posted by readsaboutd&d

Soul sand devil might need just an extra something(especially as you can already create infinite food) as does dune drowned (maybe control some locusts?).

Not a bad idea. Summon actual combat-capable locusts.

Originally Posted by readsaboutd&d

Cosmic transcendence of good and evil could produce some neat tricks in classes where you can retrain your spells.

Or take prestige classes and use magic items.

Originally Posted by readsaboutd&d

The fiend prince is alright but the 30th level ability should give it some sort of advantage or difference.

Re: Princes of the Green Sun [3.5 Epic Destinies]

Sir you truly are a genius, if a mad one of course. While I haven't gotten a copy of Tome of Exalted Power: Infernals (correct me if I'm wrong, which I probably am) and only have a copy of the Exalted core rules due to Free RPG day, I'm looking forward to getting my hands on a copy. That said, your conversion of the Malefactor Caste would suit a Cardinal of Asmodeus rather well in my opinion. Especially if he or she performed the Rite of the Unholy See. But that's just me.

Originally Posted by Jack Mann

It's worse than the time some friends used a silver piece, a platinum piece, a delayed blast fireball and a scroll of passwall to make a nuclear explosion in a game...

Originally Posted by nagora

Chatter is usually a sign that it's time to break out the Lego pirates and start firing marbles at each other's ships instead of role playing. Some nights, we're just not in the mood!